precision mediump float; varying vec2 position; uniform sampler2D webcam; float stripes(vec2 p, float steps) { return fract(p.x*steps); } void main() { vec2 p = position; float brightness = stripes(p, 10.); gl_FragColor.rgb = vec3(brightness); gl_FragColor.a = 1.; }
precision mediump float; varying vec2 position; uniform sampler2D webcam; float stripes(vec2 p, float steps) { return fract(p.x*steps); } void main() { vec2 p = position; vec4 color = texture2D(webcam, p); p.x += color.r * 0.1; float brightness = stripes(p, 10.); gl_FragColor.rgb = vec3(brightness); gl_FragColor.a = 1.; }
precision mediump float; varying vec2 position; uniform sampler2D webcam; uniform float time; float stripes(vec2 p, float steps) { return fract(p.x*steps); } void main() { vec2 p = position; vec4 color = texture2D(webcam, p); p.x += color.r * 0.1 * sin(time); float brightness = stripes(p, 10.); gl_FragColor.rgb = vec3(brightness); gl_FragColor.a = 1.; }
precision mediump float; varying vec2 position; float checkerboard(vec2 p, float steps) { float x = floor(p.x * steps); float y = floor(p.y * steps); return mod(x + y, 2.); } void main() { vec2 p = position; float brightness = checkerboard(p, 20.); gl_FragColor.rgb = vec3(brightness); gl_FragColor.a = 1.; }
precision mediump float; varying vec2 position; uniform sampler2D webcam; float checkerboard(vec2 p, float steps) { float x = floor(p.x * steps); float y = floor(p.y * steps); return mod(x + y, 2.); } void main() { vec2 p = position; vec4 color = texture2D(webcam, p); p += color.r * 0.1; float brightness = checkerboard(p, 20.); gl_FragColor.rgb = vec3(brightness); gl_FragColor.a = 1.; }
precision mediump float; varying vec2 position; uniform sampler2D webcam; uniform float time; float checkerboard(vec2 p, float steps) { float x = floor(p.x * steps); float y = floor(p.y * steps); return mod(x + y, 2.); } void main() { vec2 p = position; vec4 color = texture2D(webcam, p); p.y += color.r * 0.2 * (sin(time)+1.); float brightness = checkerboard(p, 20.); gl_FragColor.rgb = vec3(brightness); gl_FragColor.a = 1.; }